using Game;
using QFramework;
using QGameFramework.Enums;
using UnityEngine;

namespace QGameFramework.QProcedure
{
    public class GamingState : AbstractState<States, ProcedureComponent>
    {
        public GamingState(FSM<States> fsm, ProcedureComponent target) : base(fsm, target)
        {
        }

        protected override void OnEnter()
        {
            base.OnEnter();
        }

        protected override void OnUpdate()
        {
            base.OnUpdate();
        }

        protected override void OnExit()
        {
            base.OnExit();
        }
    }
}